I've thought of a way to save a lot of space on map representation. Instead of representing every square on the map, you can have a default terrain type that is automatically assumed. Then you only have to specify the spaces that are different. Since you won't have one type of terrain dominate the entire map (even xenimus isn't grasslands everywhere), you can break up the map into separate regions and specify the base terrain for each region. This would help reduce client software requirements as well, because they wouldn't need to load the entire world into memory, just their region and any adjacent ones.
To illustrate this, I've drawn a picture of a map:
Areas A,B, and C are "grasslands" dominated.
For areas D and E, you could specify a forest base terrain, perhaps pine needles.
Areas G, F, and H would be dirt in Xenimus, however we could have separate desert, rocky, and lava tilesets.
The inside of the castle in area H would be defined with an interior "stone corridor" tile.